Joyce Jun'r
First Post
New Campaign & Wiki
[If you are a player in Severall Felons, then do not read ANY FURTHER. Thank you.]
Gentlemen, ladies.
On May 3 another group of reluctant adventurers enters into the World's Largest Dungeon. I've set up a wiki for the campaign (http://www.innocence.com/games/etc/WLD/SeverallFelons), which details the setting and premise behind the characters' descent into the Dungeon. In sum, however, I'm setting the Dungeon in the Outer Planes (on the forth layer of Carceri, specifically), where it is being used by the Sigil court system as a place to exile, or "transport," criminals. The characters are all felons who have been convicted of various crimes, and are being dumped off in the Dungeon as punishment. If they can escape and get back to Sigil, they are, in the eyes of the law, considered free men (and women, and things).
At present I am customizing Region A to my tastes and the circumstances of the game. In my reimagined version of the Region, the story goes like this:
Longtail was transported to the Dungeon like so many other criminals, and it was there that he stumbled upon Achsyyx, who was still trapped in one of the Celestials' warded rooms (it does not really matter where; any of the now-empty rooms in the Region will do). Achsyyx, in return for Longtail releasing him, promised to assist Longtail in escaping the Dungeon. He claimed he knew of a portal hidden in Region A that would permit their escape, and furthermore claimed he knew where Longtail could find the portal's key.
Longtail did not trust Achsyyx, wisely, but given the circumstances found himself with few alternatives. Thus, he freed Achsyyx, and the two set out in search of the portal and the key. The key, I should note, is a page stolen from TwoFalls (I believe; if I'm mistaken feel free to correct me). Eventually the two villains found the key and opened the portal, which, much to Longtail's surprise, was a strictly one-way affair -- creatures could enter the Dungeon, but not leave.
Worse still, the portal led to a mining cavern on the first layer of Baator, which was inhabited not only by countless fiendish darkmantles, bats, rats, giant cockroaches and oozes, but also by a group of lemures that were being employed to dig up ore for use in the baatezu's foundries. These manifold creatures began stumbling through the portal, forcing Longtail and Achsyyx to flee to safer quarters (i.e., the same rooms they are listed as occupying in the World's Largest Dungeon book).
Meanwhile, the army of infernal creatures, which trickle through the portal at a fairly consistent rate (another one [i.e., lemure] or group [i.e., rat-swarm] arriving every 1d4 rounds), spread out through Region A, making quick work of those hapless convicts that they found.
Now, as a tangent, I've customized the inhabitants of Region A to better suit my "place of exile" theme. For instance, I replaced the orcs in their entirety with felons of various races (humans, half-elves, tielfings, halfings, et cetera). The kobold "tribe" was not brought into the Dungeon by Longtail; they were instead a troublesome gang called the Shadowtown Buggers that was eventually rounded up by the Harmonium. Their leader and his lieutenants were all executed, but the rest of the group was sent off to the Dungeon, where the two brothers described in the book eventually rose to power. The troglodytes, lastly, are actually the remnants of a fairly disgusting cult that made enough of a nuisance of themselves to get themselves transported (in my deep-history background, they were abducting the pets and, occasionally, servants of wealthy citizens and using them in sacrificial rites to their nameless lizard-god).
Because most of the criminals that are dispatched to the Dungeon are just run-of-the-mill street criminals, Region A contains the largest concentration of transportees. Only the strongest, bravest or most foolish of those sent to the Dungeon by Sigil's courts attempt to delve further into its depths (so the PCs will be bumping into fewer and fewer convicts as they go deeper; though those they do encounter will be more powerful). Thus, when the fiendish creatures starting pouring through Longtail's portal, a great many of the felons that populated Region A were quickly butchered. I've filled the Region with the corpses of other felons, and have opted to make those still alive much more paranoid and hostile (the PCs may not be fiendish, granted, but food and water is in short supply, so other convicts may view them as a "poachers" of their hard-won goods).
Stealing another page from TwoFalls, I'm including a working foundry Room A39, where the kobolds are melting down silver coins so as to make their weapons more effective against the lemures. Because they're just thugs, they have no skill at blacksmithing. So, they have kidnapped a gnomish convict who arrived a few weeks ago, since, in the kobold mindset, all gnomes and dwarves equal blacksmiths. The gnome in question, Elo Thimble, does indeed possess blacksmithing skills, so the kobolds were fortunate in this regard. They keep Elo in Room A39, under constant surveillance, and have him work around 10 hours a day silvering their weapons.
Elo, though a felon, is a decent sort of gnome. In Sigil, he was the apprentice to a human blacksmith, but racked up such gambling debts that he began stealing from his mentor in order to repay his creditors. When his mentor discovered this months later, he pressed charges, and Elo was sent off to the Dungeon. If the PCs opt to rescue Elo (as opposed to killing him with the rest of the kobolds in A39), he'll accompany them, and will be of assistance (perhaps becoming a PC should one of the others die).
The rest of my adaptations are taken from TwoFalls, so much thanks to him. I'll be replacing most of the darkmantle encounters in the higher-numbered rooms with lemures, and will be substituting out a handful of the ratswarm encounters with fiendish dire bats, a fiend dire cockroach and some fiendish oozes.
Anyhow, thought I'd spill all that out here, in case anyone who is about to run the Dungeon wants to use it. Thanks to everyone on this thread for their brilliant ideas -- I spent an entire afternoon reading through all the suggestions, and everything I've found here as been invaluable!
[If you are a player in Severall Felons, then do not read ANY FURTHER. Thank you.]
Gentlemen, ladies.
On May 3 another group of reluctant adventurers enters into the World's Largest Dungeon. I've set up a wiki for the campaign (http://www.innocence.com/games/etc/WLD/SeverallFelons), which details the setting and premise behind the characters' descent into the Dungeon. In sum, however, I'm setting the Dungeon in the Outer Planes (on the forth layer of Carceri, specifically), where it is being used by the Sigil court system as a place to exile, or "transport," criminals. The characters are all felons who have been convicted of various crimes, and are being dumped off in the Dungeon as punishment. If they can escape and get back to Sigil, they are, in the eyes of the law, considered free men (and women, and things).
At present I am customizing Region A to my tastes and the circumstances of the game. In my reimagined version of the Region, the story goes like this:
Longtail was transported to the Dungeon like so many other criminals, and it was there that he stumbled upon Achsyyx, who was still trapped in one of the Celestials' warded rooms (it does not really matter where; any of the now-empty rooms in the Region will do). Achsyyx, in return for Longtail releasing him, promised to assist Longtail in escaping the Dungeon. He claimed he knew of a portal hidden in Region A that would permit their escape, and furthermore claimed he knew where Longtail could find the portal's key.
Longtail did not trust Achsyyx, wisely, but given the circumstances found himself with few alternatives. Thus, he freed Achsyyx, and the two set out in search of the portal and the key. The key, I should note, is a page stolen from TwoFalls (I believe; if I'm mistaken feel free to correct me). Eventually the two villains found the key and opened the portal, which, much to Longtail's surprise, was a strictly one-way affair -- creatures could enter the Dungeon, but not leave.
Worse still, the portal led to a mining cavern on the first layer of Baator, which was inhabited not only by countless fiendish darkmantles, bats, rats, giant cockroaches and oozes, but also by a group of lemures that were being employed to dig up ore for use in the baatezu's foundries. These manifold creatures began stumbling through the portal, forcing Longtail and Achsyyx to flee to safer quarters (i.e., the same rooms they are listed as occupying in the World's Largest Dungeon book).
Meanwhile, the army of infernal creatures, which trickle through the portal at a fairly consistent rate (another one [i.e., lemure] or group [i.e., rat-swarm] arriving every 1d4 rounds), spread out through Region A, making quick work of those hapless convicts that they found.
Now, as a tangent, I've customized the inhabitants of Region A to better suit my "place of exile" theme. For instance, I replaced the orcs in their entirety with felons of various races (humans, half-elves, tielfings, halfings, et cetera). The kobold "tribe" was not brought into the Dungeon by Longtail; they were instead a troublesome gang called the Shadowtown Buggers that was eventually rounded up by the Harmonium. Their leader and his lieutenants were all executed, but the rest of the group was sent off to the Dungeon, where the two brothers described in the book eventually rose to power. The troglodytes, lastly, are actually the remnants of a fairly disgusting cult that made enough of a nuisance of themselves to get themselves transported (in my deep-history background, they were abducting the pets and, occasionally, servants of wealthy citizens and using them in sacrificial rites to their nameless lizard-god).
Because most of the criminals that are dispatched to the Dungeon are just run-of-the-mill street criminals, Region A contains the largest concentration of transportees. Only the strongest, bravest or most foolish of those sent to the Dungeon by Sigil's courts attempt to delve further into its depths (so the PCs will be bumping into fewer and fewer convicts as they go deeper; though those they do encounter will be more powerful). Thus, when the fiendish creatures starting pouring through Longtail's portal, a great many of the felons that populated Region A were quickly butchered. I've filled the Region with the corpses of other felons, and have opted to make those still alive much more paranoid and hostile (the PCs may not be fiendish, granted, but food and water is in short supply, so other convicts may view them as a "poachers" of their hard-won goods).
Stealing another page from TwoFalls, I'm including a working foundry Room A39, where the kobolds are melting down silver coins so as to make their weapons more effective against the lemures. Because they're just thugs, they have no skill at blacksmithing. So, they have kidnapped a gnomish convict who arrived a few weeks ago, since, in the kobold mindset, all gnomes and dwarves equal blacksmiths. The gnome in question, Elo Thimble, does indeed possess blacksmithing skills, so the kobolds were fortunate in this regard. They keep Elo in Room A39, under constant surveillance, and have him work around 10 hours a day silvering their weapons.
Elo, though a felon, is a decent sort of gnome. In Sigil, he was the apprentice to a human blacksmith, but racked up such gambling debts that he began stealing from his mentor in order to repay his creditors. When his mentor discovered this months later, he pressed charges, and Elo was sent off to the Dungeon. If the PCs opt to rescue Elo (as opposed to killing him with the rest of the kobolds in A39), he'll accompany them, and will be of assistance (perhaps becoming a PC should one of the others die).
The rest of my adaptations are taken from TwoFalls, so much thanks to him. I'll be replacing most of the darkmantle encounters in the higher-numbered rooms with lemures, and will be substituting out a handful of the ratswarm encounters with fiendish dire bats, a fiend dire cockroach and some fiendish oozes.
Anyhow, thought I'd spill all that out here, in case anyone who is about to run the Dungeon wants to use it. Thanks to everyone on this thread for their brilliant ideas -- I spent an entire afternoon reading through all the suggestions, and everything I've found here as been invaluable!
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